From 71e94ee161447b84c0eaabf6567f8fa62262cd3e Mon Sep 17 00:00:00 2001 From: Mirrorbot Date: Sat, 27 Dec 2025 17:53:06 -0600 Subject: Inital commit --- examples/22.MaterialViewer/tutorial.html | 206 +++++++++++++++++++++++++++++++ 1 file changed, 206 insertions(+) create mode 100644 examples/22.MaterialViewer/tutorial.html (limited to 'examples/22.MaterialViewer/tutorial.html') diff --git a/examples/22.MaterialViewer/tutorial.html b/examples/22.MaterialViewer/tutorial.html new file mode 100644 index 0000000..6009e17 --- /dev/null +++ b/examples/22.MaterialViewer/tutorial.html @@ -0,0 +1,206 @@ + + + + + + + +Tutorial 22: Material Viewer + + + + +
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Tutorial 22: Material Viewer
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+022shot.jpg +
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This example can be used to play around with material settings and watch the results. Only the default non-shader materials are used in here.

+

You have two nodes to make it easier to see which difference your settings will make. Additionally you have one lightscenenode and you can set the global ambient values.

#include <irrlicht.h>
#include "driverChoice.h"
using namespace irr;
#ifdef _MSC_VER
#pragma comment(lib, "Irrlicht.lib")
#endif

Variables within the empty namespace are globals which are restricted to this file.

namespace
{
const wchar_t* const DriverTypeNames[] =
{
L"NULL",
L"SOFTWARE",
L"BURNINGSVIDEO",
L"DIRECT3D8",
L"DIRECT3D9",
L"OPENGL",
0,
};
// For the gui id's
enum EGUI_IDS
{
GUI_ID_OPEN_TEXTURE = 1,
GUI_ID_QUIT,
GUI_ID_MAX
};
// Name used in texture selection to clear the textures on the node
const core::stringw CLEAR_TEXTURE = L"CLEAR texture";
// some useful color constants
const video::SColor SCOL_BLACK = video::SColor(255, 0, 0, 0);
const video::SColor SCOL_BLUE = video::SColor(255, 0, 0, 255);
const video::SColor SCOL_CYAN = video::SColor(255, 0, 255, 255);
const video::SColor SCOL_GRAY = video::SColor(255, 128,128, 128);
const video::SColor SCOL_GREEN = video::SColor(255, 0, 255, 0);
const video::SColor SCOL_MAGENTA = video::SColor(255, 255, 0, 255);
const video::SColor SCOL_RED = video::SColor(255, 255, 0, 0);
const video::SColor SCOL_YELLOW = video::SColor(255, 255, 255, 0);
const video::SColor SCOL_WHITE = video::SColor(255, 255, 255, 255);
}; // namespace

Returns a new unique number on each call.

s32 makeUniqueId()
{
static int unique = GUI_ID_MAX;
++unique;
return unique;
}

Find out which vertex-type is needed for the given material type.

video::E_VERTEX_TYPE getVertexTypeForMaterialType(video::E_MATERIAL_TYPE materialType)
{
using namespace video;
switch ( materialType )
{
case EMT_SOLID:
return EVT_STANDARD;
case EMT_SOLID_2_LAYER:
return EVT_STANDARD;
case EMT_LIGHTMAP:
case EMT_LIGHTMAP_ADD:
case EMT_LIGHTMAP_M2:
case EMT_LIGHTMAP_M4:
case EMT_LIGHTMAP_LIGHTING:
case EMT_LIGHTMAP_LIGHTING_M2:
case EMT_LIGHTMAP_LIGHTING_M4:
return EVT_2TCOORDS;
case EMT_DETAIL_MAP:
return EVT_2TCOORDS;
case EMT_SPHERE_MAP:
return EVT_STANDARD;
case EMT_REFLECTION_2_LAYER:
return EVT_2TCOORDS;
case EMT_TRANSPARENT_ADD_COLOR:
return EVT_STANDARD;
case EMT_TRANSPARENT_ALPHA_CHANNEL:
return EVT_STANDARD;
case EMT_TRANSPARENT_ALPHA_CHANNEL_REF:
return EVT_STANDARD;
case EMT_TRANSPARENT_VERTEX_ALPHA:
return EVT_STANDARD;
case EMT_TRANSPARENT_REFLECTION_2_LAYER:
return EVT_2TCOORDS;
case EMT_NORMAL_MAP_SOLID:
case EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR:
case EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA:
case EMT_PARALLAX_MAP_SOLID:
case EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR:
case EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA:
return EVT_TANGENTS;
case EMT_ONETEXTURE_BLEND:
return EVT_STANDARD;
case EMT_FORCE_32BIT:
return EVT_STANDARD;
}
return EVT_STANDARD;
}

Custom GUI-control to edit colorvalues.

class CColorControl : public gui::IGUIElement
{
public:
// Constructor
CColorControl(gui::IGUIEnvironment* guiEnv, const core::position2d<s32> & pos, const wchar_t *text, IGUIElement* parent, s32 id=-1 )
: gui::IGUIElement(gui::EGUIET_ELEMENT, guiEnv, parent,id, core::rect< s32 >(pos, pos+core::dimension2d<s32>(80, 75)))
, DirtyFlag(true)
, ColorStatic(0)
, EditAlpha(0)
, EditRed(0)
, EditGreen(0)
, EditBlue(0)
{
using namespace gui;
ButtonSetId = makeUniqueId();
const core::rect< s32 > rectControls(0,0,AbsoluteRect.getWidth(),AbsoluteRect.getHeight() );
IGUIStaticText * groupElement = guiEnv->addStaticText (L"", rectControls, true, false, this, -1, false);
groupElement->setNotClipped(true);
guiEnv->addStaticText (text, core::rect<s32>(0,0,80,15), false, false, groupElement, -1, false);
EditAlpha = addEditForNumbers(guiEnv, core::position2d<s32>(0,15), L"a", -1, groupElement );
EditRed = addEditForNumbers(guiEnv, core::position2d<s32>(0,30), L"r", -1, groupElement );
EditGreen = addEditForNumbers(guiEnv, core::position2d<s32>(0,45), L"g", -1, groupElement );
EditBlue = addEditForNumbers(guiEnv, core::position2d<s32>(0,60), L"b", -1, groupElement );
ColorStatic = guiEnv->addStaticText (L"", core::rect<s32>(60,15,80,75), true, false, groupElement, -1, true);
guiEnv->addButton (core::rect<s32>(60,35,80,50), groupElement, ButtonSetId, L"set");
SetEditsFromColor(Color);
}
// event receiver
virtual bool OnEvent(const SEvent &event)
{
if ( event.EventType != EET_GUI_EVENT )
return false;
if ( event.GUIEvent.Caller->getID() == ButtonSetId && event.GUIEvent.EventType == gui::EGET_BUTTON_CLICKED )
{
Color = GetColorFromEdits();
SetEditsFromColor(Color);
}
return false;
}
// set the color values
void setColor(const video::SColor& col)
{
DirtyFlag = true;
Color = col;
SetEditsFromColor(Color);
}
// get the color values
const video::SColor& getColor() const
{
return Color;
}
// To reset the dirty flag
void resetDirty()
{
DirtyFlag = false;
}
// when the color was changed the dirty flag is set
bool isDirty() const
{
return DirtyFlag;
};
protected:
// Add a staticbox for a description + an editbox so users can enter numbers
gui::IGUIEditBox* addEditForNumbers(gui::IGUIEnvironment* guiEnv, const core::position2d<s32> & pos, const wchar_t *text, s32 id, gui::IGUIElement * parent)
{
using namespace gui;
core::rect< s32 > rect(pos, pos+core::dimension2d<s32>(10, 15));
guiEnv->addStaticText (text, rect, false, false, parent, -1, false);
rect += core::position2d<s32>( 20, 0 );
rect.LowerRightCorner.X += 20;
gui::IGUIEditBox* edit = guiEnv->addEditBox(L"0", rect, true, parent, id);
return edit;
}
// Get the color value from the editfields
video::SColor GetColorFromEdits()
{
video::SColor col;
if (EditAlpha)
{
u32 alpha = core::strtoul10(core::stringc(EditAlpha->getText()).c_str());
if (alpha > 255)
alpha = 255;
col.setAlpha(alpha);
}
if (EditRed)
{
u32 red = core::strtoul10(core::stringc(EditRed->getText()).c_str());
if (red > 255)
red = 255;
col.setRed(red);
}
if (EditGreen)
{
u32 green = core::strtoul10(core::stringc(EditGreen->getText()).c_str());
if (green > 255)
green = 255;
col.setGreen(green);
}
if (EditBlue)
{
u32 blue = core::strtoul10(core::stringc(EditBlue->getText()).c_str());
if (blue > 255)
blue = 255;
col.setBlue(blue);
}
return col;
}
// Fill the editfields with the value for the given color
void SetEditsFromColor(video::SColor col)
{
DirtyFlag = true;
if ( EditAlpha )
EditAlpha->setText( core::stringw(col.getAlpha()).c_str() );
if ( EditRed )
EditRed->setText( core::stringw(col.getRed()).c_str() );
if ( EditGreen )
EditGreen->setText( core::stringw(col.getGreen()).c_str() );
if ( EditBlue )
EditBlue->setText( core::stringw(col.getBlue()).c_str() );
if ( ColorStatic )
ColorStatic->setBackgroundColor(col);
}
private:
bool DirtyFlag;
video::SColor Color;
s32 ButtonSetId;
gui::IGUIStaticText * ColorStatic;
gui::IGUIEditBox * EditAlpha;
gui::IGUIEditBox * EditRed;
gui::IGUIEditBox * EditGreen;
gui::IGUIEditBox * EditBlue;
};

Custom GUI-control for to edit all colors typically used in materials and lights

class CAllColorsControl : public gui::IGUIElement
{
public:
// Constructor
CAllColorsControl(gui::IGUIEnvironment* guiEnv, const core::position2d<s32> & pos, const wchar_t * description, bool hasEmissive, IGUIElement* parent, s32 id=-1)
: gui::IGUIElement(gui::EGUIET_ELEMENT, guiEnv, parent,id, core::rect<s32>(pos,pos+core::dimension2d<s32>(60,250)))
, ControlAmbientColor(0), ControlDiffuseColor(0), ControlSpecularColor(0), ControlEmissiveColor(0)
{
core::rect<s32> rect(0, 0, 60, 15);
guiEnv->addStaticText (description, rect, false, false, this, -1, false);
createColorControls(guiEnv, core::position2d<s32>(0, 15), hasEmissive);
}
// Destructor
virtual ~CAllColorsControl()
{
ControlAmbientColor->drop();
ControlDiffuseColor->drop();
if ( ControlEmissiveColor )
ControlEmissiveColor->drop();
ControlSpecularColor->drop();
}
// Set the color values to those within the material
void setColorsToMaterialColors(const video::SMaterial & material)
{
ControlAmbientColor->setColor(material.AmbientColor);
ControlDiffuseColor->setColor(material.DiffuseColor);
ControlEmissiveColor->setColor(material.EmissiveColor);
ControlSpecularColor->setColor(material.SpecularColor);
}
// Update all changed colors in the material
void updateMaterialColors(video::SMaterial & material)
{
if ( ControlAmbientColor->isDirty() )
material.AmbientColor = ControlAmbientColor->getColor();
if ( ControlDiffuseColor->isDirty() )
material.DiffuseColor = ControlDiffuseColor->getColor();
if ( ControlEmissiveColor->isDirty() )
material.EmissiveColor = ControlEmissiveColor->getColor();
if ( ControlSpecularColor->isDirty() )
material.SpecularColor = ControlSpecularColor->getColor();
}
// Set the color values to those from the light data
void setColorsToLightDataColors(const video::SLight & lightData)
{
ControlAmbientColor->setColor(lightData.AmbientColor.toSColor());
ControlAmbientColor->setColor(lightData.DiffuseColor.toSColor());
ControlAmbientColor->setColor(lightData.SpecularColor.toSColor());
}
// Update all changed colors in the light data
void updateLightColors(video::SLight & lightData)
{
if ( ControlAmbientColor->isDirty() )
lightData.AmbientColor = video::SColorf( ControlAmbientColor->getColor() );
if ( ControlDiffuseColor->isDirty() )
lightData.DiffuseColor = video::SColorf( ControlDiffuseColor->getColor() );
if ( ControlSpecularColor->isDirty() )
lightData.SpecularColor = video::SColorf(ControlSpecularColor->getColor() );
}
// To reset the dirty flags
void resetDirty()
{
ControlAmbientColor->resetDirty();
ControlDiffuseColor->resetDirty();
ControlSpecularColor->resetDirty();
if ( ControlEmissiveColor )
ControlEmissiveColor->resetDirty();
}
protected:
void createColorControls(gui::IGUIEnvironment* guiEnv, const core::position2d<s32> & pos, bool hasEmissive)
{
ControlAmbientColor = new CColorControl( guiEnv, pos, L"ambient", this);
ControlDiffuseColor = new CColorControl( guiEnv, pos + core::position2d<s32>(0, 75), L"diffuse", this );
ControlSpecularColor = new CColorControl( guiEnv, pos + core::position2d<s32>(0, 150), L"specular", this );
if ( hasEmissive )
{
ControlEmissiveColor = new CColorControl( guiEnv, pos + core::position2d<s32>(0, 225), L"emissive", this );
}
}
private:
CColorControl* ControlAmbientColor;
CColorControl* ControlDiffuseColor;
CColorControl* ControlSpecularColor;
CColorControl* ControlEmissiveColor;
};

GUI-Control to offer a selection of available textures.

class CTextureControl : public gui::IGUIElement
{
public:
CTextureControl(gui::IGUIEnvironment* guiEnv, video::IVideoDriver * driver, const core::position2d<s32> & pos, IGUIElement* parent, s32 id=-1)
: gui::IGUIElement(gui::EGUIET_ELEMENT, guiEnv, parent,id, core::rect<s32>(pos,pos+core::dimension2d<s32>(100,15)))
, DirtyFlag(true), ComboTexture(0)
{
core::rect<s32> rectCombo(0, 0, AbsoluteRect.getWidth(),AbsoluteRect.getHeight());
ComboTexture = guiEnv->addComboBox (rectCombo, this);
updateTextures(driver);
}
virtual bool OnEvent(const SEvent &event)
{
if ( event.EventType != EET_GUI_EVENT )
return false;
if ( event.GUIEvent.Caller == ComboTexture && event.GUIEvent.EventType == gui::EGET_COMBO_BOX_CHANGED )
{
DirtyFlag = true;
}
return false;
}
// Workaround for a problem with comboboxes.
// We have to get in front when the combobox wants to get in front or combobox-list might be drawn below other elements.
virtual bool bringToFront(IGUIElement* element)
{
bool result = gui::IGUIElement::bringToFront(element);
if ( Parent && element == ComboTexture )
result &= Parent->bringToFront(this);
return result;
}
// return selected texturename (if any, otherwise 0)
const wchar_t * getSelectedTextureName() const
{
s32 selected = ComboTexture->getSelected();
if ( selected < 0 )
return 0;
return ComboTexture->getItem(selected);
}
// reset the dirty flag
void resetDirty()
{
DirtyFlag = false;
}
// when the texture was changed the dirty flag is set
bool isDirty() const
{
return DirtyFlag;
};
// Put the names of all currently loaded textures in a combobox
void updateTextures(video::IVideoDriver * driver)
{
s32 oldSelected = ComboTexture->getSelected();
s32 selectNew = -1;
core::stringw oldTextureName;
if ( oldSelected >= 0 )
{
oldTextureName = ComboTexture->getItem(oldSelected);
}
ComboTexture->clear();
for ( u32 i=0; i < driver->getTextureCount(); ++i )
{
video::ITexture * texture = driver->getTextureByIndex(i);
core::stringw name( texture->getName() );
ComboTexture->addItem( name.c_str() );
if ( !oldTextureName.empty() && selectNew < 0 && name == oldTextureName )
selectNew = i;
}
// add another name which can be used to clear the texture
ComboTexture->addItem( CLEAR_TEXTURE.c_str() );
if ( CLEAR_TEXTURE == oldTextureName )
selectNew = ComboTexture->getItemCount()-1;
if ( selectNew >= 0 )
ComboTexture->setSelected(selectNew);
DirtyFlag = true;
}
private:
bool DirtyFlag;
gui::IGUIComboBox * ComboTexture;
};

Control which allows setting some of the material values for a meshscenenode

struct SMeshNodeControl
{
// constructor
SMeshNodeControl()
: Initialized(false), Driver(0), MeshManipulator(0), SceneNode(0), SceneNode2T(0), SceneNodeTangents(0)
, AllColorsControl(0), ButtonLighting(0), InfoLighting(0), ComboMaterial(0), TextureControl1(0), TextureControl2(0), ControlVertexColors(0)
{
}
// Destructor
virtual ~SMeshNodeControl()
{
if ( TextureControl1 )
TextureControl1->drop();
if ( TextureControl2 )
TextureControl2->drop();
if ( ControlVertexColors )
ControlVertexColors->drop();
if ( AllColorsControl )
AllColorsControl->drop();
}
void init(scene::IMeshSceneNode* node, IrrlichtDevice * device, const core::position2d<s32> & pos, const wchar_t * description)
{
if ( Initialized || !node || !device) // initializing twice or with invalid data not allowed
return;
Driver = device->getVideoDriver ();
gui::IGUIEnvironment* guiEnv = device->getGUIEnvironment();
scene::ISceneManager* smgr = device->getSceneManager();
MeshManipulator = smgr->getMeshManipulator();
SceneNode = node;
scene::IMeshManipulator * meshManip = smgr->getMeshManipulator();
scene::IMesh * mesh2T = meshManip->createMeshWith2TCoords(node->getMesh());
SceneNode2T = smgr->addMeshSceneNode(mesh2T, 0, -1, SceneNode->getPosition(), SceneNode->getRotation(), SceneNode->getScale() );
mesh2T->drop();
scene::IMesh * meshTangents = meshManip->createMeshWithTangents(node->getMesh(), false, false, false);
SceneNodeTangents = smgr->addMeshSceneNode(meshTangents, 0, -1
, SceneNode->getPosition(), SceneNode->getRotation(), SceneNode->getScale() );
meshTangents->drop();
video::SMaterial & material = SceneNode->getMaterial(0);
material.Lighting = true;
AllColorsControl = new CAllColorsControl(guiEnv, pos, description, true, guiEnv->getRootGUIElement());
AllColorsControl->setColorsToMaterialColors(material);
core::rect<s32> rectBtn(pos + core::position2d<s32>(0, 320), core::dimension2d<s32>(60, 15));
ButtonLighting = guiEnv->addButton (rectBtn, 0, -1, L"Lighting");
ButtonLighting->setIsPushButton(true);
ButtonLighting->setPressed(material.Lighting);
core::rect<s32> rectInfo( rectBtn.LowerRightCorner.X, rectBtn.UpperLeftCorner.Y, rectBtn.LowerRightCorner.X+40, rectBtn.UpperLeftCorner.Y+15 );
InfoLighting = guiEnv->addStaticText(L"", rectInfo, true, false );
InfoLighting->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_CENTER );
core::rect<s32> rectCombo(pos.X, rectBtn.LowerRightCorner.Y, pos.X+100, rectBtn.LowerRightCorner.Y+15);
ComboMaterial = guiEnv->addComboBox (rectCombo);
for ( int i=0; i <= (int)video::EMT_ONETEXTURE_BLEND; ++i )
{
ComboMaterial->addItem( core::stringw(video::sBuiltInMaterialTypeNames[i]).c_str() );
}
ComboMaterial->setSelected( (s32)material.MaterialType );
core::position2d<s32> posTex(rectCombo.UpperLeftCorner.X,rectCombo.LowerRightCorner.Y);
TextureControl1 = new CTextureControl(guiEnv, Driver, posTex, guiEnv->getRootGUIElement());
posTex.Y += 15;
TextureControl2 = new CTextureControl(guiEnv, Driver, posTex, guiEnv->getRootGUIElement());
core::position2d<s32> posVertexColors( posTex.X, posTex.Y + 15);
ControlVertexColors = new CColorControl( guiEnv, posVertexColors, L"Vertex colors", guiEnv->getRootGUIElement());
video::S3DVertex * vertices = (video::S3DVertex *)node->getMesh()->getMeshBuffer(0)->getVertices();
if ( vertices )
{
ControlVertexColors->setColor(vertices[0].Color);
}
Initialized = true;
}
void update()
{
if ( !Initialized )
return;
video::SMaterial & material = SceneNode->getMaterial(0);
video::SMaterial & material2T = SceneNode2T->getMaterial(0);
video::SMaterial & materialTangents = SceneNodeTangents->getMaterial(0);
s32 selectedMaterial = ComboMaterial->getSelected();
if ( selectedMaterial >= (s32)video::EMT_SOLID && selectedMaterial <= (s32)video::EMT_ONETEXTURE_BLEND)
{
video::E_VERTEX_TYPE vertexType = getVertexTypeForMaterialType((video::E_MATERIAL_TYPE)selectedMaterial);
switch ( vertexType )
{
case video::EVT_STANDARD:
material.MaterialType = (video::E_MATERIAL_TYPE)selectedMaterial;
SceneNode->setVisible(true);
SceneNode2T->setVisible(false);
SceneNodeTangents->setVisible(false);
break;
case video::EVT_2TCOORDS:
material2T.MaterialType = (video::E_MATERIAL_TYPE)selectedMaterial;
SceneNode->setVisible(false);
SceneNode2T->setVisible(true);
SceneNodeTangents->setVisible(false);
break;
case video::EVT_TANGENTS:
materialTangents.MaterialType = (video::E_MATERIAL_TYPE)selectedMaterial;
SceneNode->setVisible(false);
SceneNode2T->setVisible(false);
SceneNodeTangents->setVisible(true);
break;
}
}
updateMaterial(material);
updateMaterial(material2T);
updateMaterial(materialTangents);
if ( ButtonLighting->isPressed() )
InfoLighting->setText(L"on");
else
InfoLighting->setText(L"off");
AllColorsControl->resetDirty();
TextureControl1->resetDirty();
TextureControl2->resetDirty();
ControlVertexColors->resetDirty();
}
void updateTextures()
{
TextureControl1->updateTextures(Driver);
TextureControl2->updateTextures(Driver);
}
protected:
void updateMaterial(video::SMaterial & material)
{
AllColorsControl->updateMaterialColors(material);
material.Lighting = ButtonLighting->isPressed();
if ( TextureControl1->isDirty() )
{
material.TextureLayer[0].Texture = Driver->getTexture( io::path(TextureControl1->getSelectedTextureName()) );
}
if ( TextureControl2->isDirty() )
{
material.TextureLayer[1].Texture = Driver->getTexture( io::path(TextureControl2->getSelectedTextureName()) );
}
if ( ControlVertexColors->isDirty() )
{
MeshManipulator->setVertexColors (SceneNode->getMesh(), ControlVertexColors->getColor());
MeshManipulator->setVertexColors (SceneNode2T->getMesh(), ControlVertexColors->getColor());
MeshManipulator->setVertexColors (SceneNodeTangents->getMesh(), ControlVertexColors->getColor());
}
}
bool Initialized;
video::IVideoDriver * Driver;
scene::IMeshManipulator* MeshManipulator;
scene::IMeshSceneNode* SceneNode;
scene::IMeshSceneNode* SceneNode2T;
scene::IMeshSceneNode* SceneNodeTangents;
CAllColorsControl* AllColorsControl;
gui::IGUIButton * ButtonLighting;
gui::IGUIStaticText* InfoLighting;
gui::IGUIComboBox * ComboMaterial;
CTextureControl* TextureControl1;
CTextureControl* TextureControl2;
CColorControl* ControlVertexColors;
};

Control to allow setting the color values of a lightscenenode.

struct SLightNodeControl
{
// constructor
SLightNodeControl() : Initialized(false), SceneNode(0), AllColorsControl(0)
{
}
virtual ~SLightNodeControl()
{
if ( AllColorsControl )
AllColorsControl->drop();
}
void init(scene::ILightSceneNode* node, gui::IGUIEnvironment* guiEnv, const core::position2d<s32> & pos, const wchar_t * description)
{
if ( Initialized || !node || !guiEnv) // initializing twice or with invalid data not allowed
return;
SceneNode = node;
AllColorsControl = new CAllColorsControl(guiEnv, pos, description, false, guiEnv->getRootGUIElement());
const video::SLight & lightData = SceneNode->getLightData();
AllColorsControl->setColorsToLightDataColors(lightData);
Initialized = true;
}
void update()
{
if ( !Initialized )
return;
video::SLight & lightData = SceneNode->getLightData();
AllColorsControl->updateLightColors(lightData);
}
protected:
bool Initialized;
scene::ILightSceneNode* SceneNode;
CAllColorsControl* AllColorsControl;
};

Application configuration

struct SConfig
{
SConfig()
: RenderInBackground(true)
, DriverType(video::EDT_BURNINGSVIDEO)
, ScreenSize(640, 480)
{
}
bool RenderInBackground;
video::E_DRIVER_TYPE DriverType;
core::dimension2d<u32> ScreenSize;
};

Main application class

class CApp : public IEventReceiver
{
friend int main(int argc, char *argv[]);
public:
// constructor
CApp()
: IsRunning(false)
, Device(0)
, Camera(0)
, GlobalAmbient(0)
{
}
// destructor
~CApp()
{
}
// stop running - will quit at end of mainloop
void stopApp()
{
IsRunning = false;
}
// Event handler
virtual bool OnEvent(const SEvent &event)
{
if (event.EventType == EET_GUI_EVENT)
{
gui::IGUIEnvironment* env = Device->getGUIEnvironment();
switch(event.GUIEvent.EventType)
{
case gui::EGET_MENU_ITEM_SELECTED:
{
gui::IGUIContextMenu* menu = (gui::IGUIContextMenu*)event.GUIEvent.Caller;
s32 id = menu->getItemCommandId(menu->getSelectedItem());
switch(id)
{
case GUI_ID_OPEN_TEXTURE: // File -> Open Texture
env->addFileOpenDialog(L"Please select a texture file to open");
break;
case GUI_ID_QUIT: // File -> Quit
stopApp();
break;
}
}
break;
case gui::EGET_FILE_SELECTED:
{
// load the model file, selected in the file open dialog
gui::IGUIFileOpenDialog* dialog =
(gui::IGUIFileOpenDialog*)event.GUIEvent.Caller;
loadTexture(io::path(dialog->getFileName()).c_str());
}
break;
default:
break;
}
}
return false;
}
protected:
// Application initialization
// returns true when it was successful initialized, otherwise false.
bool init(int argc, char *argv[])
{
// ask user for driver
Config.DriverType=driverChoiceConsole();
if (Config.DriverType==video::EDT_COUNT)
return false;
// create the device with the settings from our config
Device = createDevice(Config.DriverType, Config.ScreenSize);
if (!Device)
return false;
Device->setWindowCaption( DriverTypeNames[Config.DriverType] );
Device->setEventReceiver(this);
scene::ISceneManager* smgr = Device->getSceneManager();
video::IVideoDriver * driver = Device->getVideoDriver ();
gui::IGUIEnvironment* guiEnv = Device->getGUIEnvironment();
// set a nicer font
gui::IGUISkin* skin = guiEnv->getSkin();
gui::IGUIFont* font = guiEnv->getFont("../../media/fonthaettenschweiler.bmp");
if (font)
skin->setFont(font);
// remove some alpha value because it makes those menus harder to read otherwise
video::SColor col3dHighLight( skin->getColor(gui::EGDC_APP_WORKSPACE) );
col3dHighLight.setAlpha(255);
video::SColor colHighLight( col3dHighLight );
skin->setColor(gui::EGDC_HIGH_LIGHT, colHighLight );
skin->setColor(gui::EGDC_3D_HIGH_LIGHT, col3dHighLight );
// Add some textures which are useful to test material settings
createDefaultTextures(driver);
// create a menu
gui::IGUIContextMenu * menuBar = guiEnv->addMenu();
menuBar->addItem(L"File", -1, true, true);
gui::IGUIContextMenu* subMenuFile = menuBar->getSubMenu(0);
subMenuFile->addItem(L"Open texture ...", GUI_ID_OPEN_TEXTURE);
subMenuFile->addSeparator();
subMenuFile->addItem(L"Quit", GUI_ID_QUIT);
// a static camera
Camera = smgr->addCameraSceneNode (0, core::vector3df(0, 0, 0),
core::vector3df(0, 0, 100),
-1);
// add the nodes which are used to show the materials
scene::IMeshSceneNode* nodeL = smgr->addCubeSceneNode (30.0f, 0, -1,
core::vector3df(-35, 0, 100),
core::vector3df(0, 0, 0),
core::vector3df(1.0f, 1.0f, 1.0f));
NodeLeft.init( nodeL, Device, core::position2d<s32>(10,20), L"left node" );
scene::IMeshSceneNode* nodeR = smgr->addCubeSceneNode (30.0f, 0, -1,
core::vector3df(35, 0, 100),
core::vector3df(0, 0, 0),
core::vector3df(1.0f, 1.0f, 1.0f));
NodeRight.init( nodeR, Device, core::position2d<s32>(530,20), L"right node" );
// add one light
scene::ILightSceneNode* nodeLight = smgr->addLightSceneNode(0, core::vector3df(0, 0, 0),
video::SColorf(1.0f, 1.0f, 1.0f),
100.0f);
LightControl.init(nodeLight, guiEnv, core::position2d<s32>(270,20), L"light" );
// one large cube around everything. That's mainly to make the light more obvious.
scene::IMeshSceneNode* backgroundCube = smgr->addCubeSceneNode (200.0f, 0, -1, core::vector3df(0, 0, 0),
core::vector3df(45, 0, 0),
core::vector3df(1.0f, 1.0f, 1.0f));
backgroundCube->getMaterial(0).BackfaceCulling = false; // we are within the cube, so we have to disable backface culling to see it
backgroundCube->getMaterial(0).EmissiveColor.set(255,50,50,50); // we keep some self lighting to keep texts visible
// set the ambient light value
GlobalAmbient = new CColorControl( guiEnv, core::position2d<s32>(270, 300), L"global ambient", guiEnv->getRootGUIElement());
GlobalAmbient->setColor( smgr->getAmbientLight().toSColor() );
return true;
}
// Update one frame
bool update()
{
using namespace irr;
video::IVideoDriver* videoDriver = Device->getVideoDriver();
if ( !Device->run() )
return false;
if ( Device->isWindowActive() || Config.RenderInBackground )
{
gui::IGUIEnvironment* guiEnv = Device->getGUIEnvironment();
scene::ISceneManager* smgr = Device->getSceneManager();
gui::IGUISkin * skin = guiEnv->getSkin();
// update our controls
NodeLeft.update();
NodeRight.update();
LightControl.update();
// update ambient light settings
if ( GlobalAmbient->isDirty() )
{
smgr->setAmbientLight( GlobalAmbient->getColor() );
GlobalAmbient->resetDirty();
}
// draw everything
video::SColor bkColor( skin->getColor(gui::EGDC_APP_WORKSPACE) );
videoDriver->beginScene(true, true, bkColor);
smgr->drawAll();
guiEnv->drawAll();
videoDriver->endScene();
}
return true;
}
// Run the application. Our main loop.
void run()
{
IsRunning = true;
if ( !Device )
return;
// main application loop
while(IsRunning)
{
if ( !update() )
break;
Device->sleep( 5 );
}
}
// Close down the application
void quit()
{
IsRunning = false;
GlobalAmbient->drop();
GlobalAmbient = NULL;
if ( Device )
{
Device->closeDevice();
Device->drop();
Device = NULL;
}
}
// Create some useful textures.
// Note that the function put readability over speed, you shouldn't use setPixel at runtime but for initialization it's nice.
void createDefaultTextures(video::IVideoDriver * driver)
{
const u32 width = 256;
const u32 height = 256;
video::IImage * imageA8R8G8B8 = driver->createImage (video::ECF_A8R8G8B8, core::dimension2d<u32>(width, height));
if ( !imageA8R8G8B8 )
return;
const u32 pitch = imageA8R8G8B8->getPitch();
// some nice square-pattern with 9 typical colors
for ( u32 y = 0; y < height; ++ y )
{
for ( u32 x = 0; x < pitch; ++x )
{
if ( y < height/3 )
{
if ( x < width/3 )
imageA8R8G8B8->setPixel (x, y, SCOL_BLACK);
else if ( x < 2*width/3 )
imageA8R8G8B8->setPixel (x, y, SCOL_BLUE);
else
imageA8R8G8B8->setPixel (x, y, SCOL_CYAN);
}
else if ( y < 2*height/3 )
{
if ( x < width/3 )
imageA8R8G8B8->setPixel (x, y, SCOL_GRAY);
else if ( x < 2*width/3 )
imageA8R8G8B8->setPixel (x, y, SCOL_GREEN);
else
imageA8R8G8B8->setPixel (x, y, SCOL_MAGENTA);
}
else
{
if ( x < width/3 )
imageA8R8G8B8->setPixel (x, y, SCOL_RED);
else if ( x < 2*width/3 )
imageA8R8G8B8->setPixel (x, y, SCOL_YELLOW);
else
imageA8R8G8B8->setPixel (x, y, SCOL_WHITE);
}
}
}
driver->addTexture (io::path("CARO_A8R8G8B8"), imageA8R8G8B8);
// all white
imageA8R8G8B8->fill(SCOL_WHITE);
driver->addTexture (io::path("WHITE_A8R8G8B8"), imageA8R8G8B8);
// all black
imageA8R8G8B8->fill(SCOL_BLACK);
driver->addTexture (io::path("BLACK_A8R8G8B8"), imageA8R8G8B8);
// gray-scale
for ( u32 y = 0; y < height; ++ y )
{
for ( u32 x = 0; x < pitch; ++x )
{
imageA8R8G8B8->setPixel (x, y, video::SColor(y, x,x,x) );
}
}
driver->addTexture (io::path("GRAYSCALE_A8R8G8B8"), imageA8R8G8B8);
imageA8R8G8B8->drop();
}
// Load a texture and make sure nodes know it when more textures are available.
void loadTexture(const io::path &name)
{
Device->getVideoDriver()->getTexture(name);
NodeLeft.updateTextures();
NodeRight.updateTextures();
}
private:
SConfig Config;
volatile bool IsRunning;
IrrlichtDevice * Device;
scene::ICameraSceneNode * Camera;
SMeshNodeControl NodeLeft;
SMeshNodeControl NodeRight;
SLightNodeControl LightControl;
CColorControl * GlobalAmbient;
};

A very short main as we do everything else in classes.

int main(int argc, char *argv[])
{
CApp APP;
if ( !APP.init(argc, argv) )
{
printf("init failed\n");
return 1;
}
APP.run();
APP.quit();
return 0;
}
+ + +

 

+ + -- cgit v1.2.3-70-g09d2